XML Module
BlitzMax Forums/BlitzMax Module Tweaks/XML Module
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If this is how people are going to act, then do it yourself. |
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Thanks noel |
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Nice one. I was about to embark on writing one of these myself. I won't bother now... |
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I'm trying to build this XML mod. However, when I try to build the module(s) from within the official IDE, I get the following error:Building Modules Compiling:blitz_app.c 'gcc' is not recognized as an internal or external command, operable program or batch file. Build Error: failed to compile C:/BlitzMax/mod/brl.mod/blitz.mod/blitz_app.c Process completeAnyone else getting this or know how to fix it? |
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[ahem] It looks like I need to install mingw32. |
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Hmmm... I've installed MinGW to C:\MinGW\ and added C:\MinGW\Bin\ to my path, but GCC still won't work! Am I missing a step or something? [Edit]Sorted - Had a rogue quote in my path somehow! Your XML.mod is working great so far.[/Edit] |
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The code doesnt check for XML entities like ' or <. here are the fixed functions: I also fixed a bug that makes it so the writenode function didnt add in node values, only attributes: |
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Nice. |
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Now when build anything I get the following, I get this error:Compiling:digesteroids.bmx flat assembler version 1.51 43 passes, 0.1 seconds, 170454 bytes. Linking:digesteroids.exe [ERROR]: e:\blitzmax\bin\ld: cannot find e:/blitzmax/mod/cower.mod/xml.mod/xml.d.a [ERROR]: Build Error: Failed to link e:/blitzmax/samples/digesteroids/digesteroids.exe How do I get the xml.d.a file, sorry new to blitzmax |
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You compile it. Read the documentation (the barely passable one that comes with BlitzMax) to figure out how to compile modules. |
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The module compiling this is pretty rediculous. Calling bmk makemods only creates one set of files when you need both if you want to be able to use debug alternatly with release. Basically, whenever you use makemods now duplicate the call and add a -r. |
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I think -a should compile both release and debug, but at the moment I can't even figure out if -a does anything useful. |
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Tried to compile it but allways get the following error: Compiling:xml.bmx Compile Error: Subexpression for release must be an integer variable [C:/BlitzMax/mod/cower.mod/xml.mod/xml.bmx;68;3] Build Error: failed to compile It's the XMLDeleteNode function. What am i doing wrong ? |
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It's old code, you have to remove all useage of 'Release'. |
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-a means to rebuild all files |
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Like I said: old code. In fact, here's the new code (not based off of Blitztastic's): EDIT: If this is how people are going to act, then do it yourself. |
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Hi, your new code uses Import Cower.CUtil where will i get that library from? |
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You can probably guess where to put it. If not, it goes under 'mod/cower.mod/cutil.mod/cutil.bmx' EDIT:If this is how people are going to act, then do it yourself. |
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Hi Noel, thanx for the fast response. Now both of the components can be compiled without any further problems. I don't want to bother you too much, but could you tell me, what is the best way to read out the value for a path like 'xx/yy/zz' <xx> <ff> <fa>test 0</fa> </ff> <yy> <zz>test</zz> <aa>test2</aa> </yy> </xx> With the old component, which i fixed to work on my system, i used findnode to figure out the needed value. But how will i do this task with this new component? |
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Use a recursive function that finds a specific element name. DIY is the BlitzBasic motto, so you'll have fun. |
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Noel, why do you do stuff like:Function cContaini(a:Int Ptr, b:Int, c:Int) a[0]=Min(Max(a[0],b),c) End Function Instead of Function cContaini( a:Int Var, b:Int, c:Int ) a = Min( Max( a, b ), c ) End Function? |
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Why does it matter? |
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Because then you can do this: cContaini( a, b, c ) Instead of: cContaini( Varptr( a ), b, c ) Plus the function looks neater. |
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Haven't sold me on it yet. |
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Not for this specific function, but if you use pointers all the time when they're unnecessary you could run into subtle little problems like you did with OpenGL drawing text. Your choice. |
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you could run into subtle little problems like you did with OpenGL drawing text. That was more of a problem with BRL not exposing functions that could have resolved the problem easily. |
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Yeah, and you'll be blaming your next problem on the way computers handle pointers. |
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In this case it's true. glMax2D is locked down so that if you use Max2D functions you can't use useful OpenGL stuff (like textures, for example). Exposing a few functions (EnableTex() and DisableTex() for example) would make life so much easier for third party mod developers. As it is it's pretty much impossible to make OpenGL-based mods that work with Max2D without also having to distribute a tweaked glMax2D module with it (and the support issues that would create). |
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Where possible download module?? |
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Nowhere. |
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Whats up Noel? Did i miss something? |
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I'd have offered to send it to him, but he's Russian. |
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If this is how you are going to act Noel, don't post modules. If you can't stand peer review, don't waste the time of other people, who need to download, install and test your stuff. how sad. |
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>but he's Russian. hm...And that? I not russian, but from Russia ;) |
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TommyBear: I've had this discussion before, and it has nothing to do with peer review. I can handle that just fine. Secondly, I never asked anyone to download, install, and test my work, nor does anyone need to. I provided this work free of charge to people and what does someone do but come along and insult me. Unless I get an apology from Mike, this code is going to be unavailable. So you all can thank Michael Reitzenstein for his wonderful efforts on making everyone else unhappy. |